I had a lot of fun with this one. It doesn't feel all that prototype-y; I didn't realize it has a troubled development until I read through the page. That's not to say it doesn't have some rough edges, but the overall presentation is pretty polished.
The gacha system is really opaque. It seems to be tied to Shards (and this is confirmed by the jam page) but it's not clear how these interact in game. At first I thought I had to fill the Shard meter and then pull, but then I was able to pull without it full. But only sometimes. Sometimes I'd pull one item, sometimes many, and it seems to be related to Shards collected, maybe? I think what's happening is that you can fill the bar multiple times, but if there's an indicator of available pulls I couldn't find it. Maybe that could be added to the bar, or it could change colour each time. It's also not clear what the icons mean, or that the timers mean the bonuses go away (I thought they were cooldowns). I'm not really sure how to address these; the announcement text needs to be linked to the icon somehow. It's also possible to get totally screwed, not by pulling badly but if you run out of bonuses with several strong enemies on screen.
Gacha UX issues aside, I liked the shooter gameplay but people who play these might be able to weigh in on it more. I was able to play for several minutes and was generally doing pretty well, which I liked but I suck at shmups so others might find it too easy. There are parts that feel very bullet hell, but the large and unclear hitbox and lack of (significant) invincibility is going to throw off people who try to play it like a bullet hell. I don't know if that's a problem, per se.
I would have preferred mouse control or even arrow keys. WASD was really awkward for me.
The graphics and audio work great for the feel and tone of the game. It's slightly abstract, very cyberspace feeling. The one minor issue I saw was that the background doesn't seem to loop continuously; there's a gap in it with empty space before it draws again.
As I've said, it's overall a lot more polished than the prototype status would suggest. The issues are relatively minor, and I think you could tack a score system on it and call it complete.
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